bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-for-ir.txt

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struct v2f {
vec4 pos;
vec4 color;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
varying vec4 xlv_TEXCOORD0;
uniform vec4 unity_LightPosition[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightAtten[4];
uniform mat4 UNITY_MATRIX_MVP;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_IT_MV;
mat3 xll_constructMat3 (
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in mat4 m_1
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)
{
vec3 tmpvar_2;
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tmpvar_2 = m_1[0].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m_1[1].xyz;
vec3 tmpvar_4;
tmpvar_4 = m_1[2].xyz;
mat3 tmpvar_5;
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vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
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tmpvar_5[0] = tmpvar_6;
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vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
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tmpvar_5[1] = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_4;
tmpvar_5[2] = tmpvar_8;
return tmpvar_5;
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}
vec3 ShadeMyVertexLights (
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in vec4 vertex_9,
in vec3 normal_10
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)
{
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float diff_11;
float atten_12;
float lengthSq_13;
vec3 toLight_14;
int i_15;
vec3 lightColor_16;
vec3 viewN_17;
vec3 viewpos_18;
vec3 tmpvar_19;
tmpvar_19 = vec3(0.0, 0.0, 0.0);
lightColor_16 = tmpvar_19;
int tmpvar_20;
tmpvar_20 = 0;
i_15 = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = (UNITY_MATRIX_MV * vertex_9).xyz;
viewpos_18 = tmpvar_21;
mat3 tmpvar_22;
tmpvar_22 = xll_constructMat3 (UNITY_MATRIX_IT_MV);
vec3 tmpvar_23;
tmpvar_23 = (tmpvar_22 * normal_10);
viewN_17 = tmpvar_23;
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while (true) {
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if (!((i_15 < 2))) {
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break;
};
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vec3 tmpvar_24;
tmpvar_24 = (unity_LightPosition[i_15].xyz - viewpos_18.xyz);
toLight_14 = tmpvar_24;
float tmpvar_25;
tmpvar_25 = dot (toLight_14, toLight_14);
float tmpvar_26;
tmpvar_26 = tmpvar_25;
lengthSq_13 = tmpvar_26;
float tmpvar_27;
tmpvar_27 = (1.0 / (1.0 + (lengthSq_13 * unity_LightAtten[i_15].z)));
atten_12 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = normalize (toLight_14);
float tmpvar_29;
tmpvar_29 = dot (viewN_17, tmpvar_28);
float tmpvar_30;
tmpvar_30 = max (0.0, tmpvar_29);
float tmpvar_31;
tmpvar_31 = tmpvar_30;
diff_11 = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = (lightColor_16 + (unity_LightColor[i_15].xyz * (diff_11 * atten_12)));
lightColor_16 = tmpvar_32;
int _post_incdec_tmp_33;
_post_incdec_tmp_33 = i_15;
int tmpvar_34;
tmpvar_34 = (i_15 + 1);
i_15 = tmpvar_34;
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};
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return (lightColor_16 * 2.0);
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}
v2f xlat_main (
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in appdata v_35
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)
{
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v2f o_36;
vec4 tmpvar_37;
tmpvar_37 = (UNITY_MATRIX_MVP * v_35.vertex);
o_36.pos = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = ShadeMyVertexLights (v_35.vertex, v_35.normal);
vec4 tmpvar_39;
tmpvar_39.w = 1.0;
tmpvar_39.xyz = tmpvar_38.xyz;
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
o_36.color = tmpvar_40;
return o_36;
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}
void main ()
{
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appdata xlt_v_41;
v2f xl_retval_42;
vec4 tmpvar_43;
tmpvar_43 = gl_Vertex.xyzw;
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
xlt_v_41.vertex = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = gl_Normal.xyz;
vec3 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_v_41.normal = tmpvar_46;
v2f tmpvar_47;
tmpvar_47 = xlat_main (xlt_v_41);
v2f tmpvar_48;
tmpvar_48 = tmpvar_47;
xl_retval_42 = tmpvar_48;
vec4 tmpvar_49;
tmpvar_49 = xl_retval_42.pos.xyzw;
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
gl_Position = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = xl_retval_42.color.xyzw;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlv_TEXCOORD0 = tmpvar_52;
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}